#General Thread
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i'll test to see if it returns if the carrier is moving
yeah it still doesn't work
i've only ever seen ifrits and chicanes return to the carrier and land
I've never personally witnessed a Compass or Cricket return to the carrier
i did get the carrier to authorize my cricket recovery once, with empty loadout and very low fuel. i have no idea what i did to make the hyperion happy though
"Your sortie isn't done until I SAY it's done, GET BACK OUT THERE!!!"
โbut sir, bingo winchester :(โ
How to properly make a messaging script in the mission? I put all the objectives and outcomes right, but it seems to neither display the target marker nor output a message when target is gone.
Are the objectives activated by a previous objective?
Usually you need "missionstart" to activate the first objective as an outcome
@warm quiver what are the Dialogue Box objectives?
They're a pop-up window with a custom message and button, player has to click on said button to make it go away
good for very important messages but also obviously obstructive
good for giving hosts a way to delay a mission from starting
so people can join before spawning factories, airfields and stuff that moves as soon as the mission starts
Ifrit would be really fun to start my mission with but the Revoker theme fits too well
oh yeah, does the dialogue box only activate on server start, or does it activate for every player?
I had a bit of trouble getting it to work and had to get missionstart to trigger a waitsecond [1 second] objective to trigger it
but I assume it displays for everyone that's in the session at the moment it gets triggered
if someone joins after the trigger, my guess is they don't see it
Waypoints: Just in general, can someone explain how the heck they work? Excuse the open ended question but its a mystery to me. Do we just place the object there, set it to NOT Hold Position and just let it do its own thing? There currently in the editor are only two options for waypoints "types". Mission Start" and "Unit Spawn", neither of which can I click on the map and lay down properly. I have to kind of fake it out to place a waypoint where I want it by positioning the circle and clicking the Add Waypoint aligned up where I end up wanting ; and it still doesn't seem to do anything. Any mission editor FAQ or guides of note I could read instead of bothering folks incessantly here?
yeah waypoints are a bit complicated
basically rather than a "type" the thing you're seeing is a trigger that activates the waypoint for the unit
for instance you can set the waypoint to be given to a unit upon the completion of Mission Start which is the very first objective in the list, or upon the unit spawning in, or from any other completed objective
units will try to follow roads to get to their waypoint
if they don't have a waypoint they'll set it to the nearest objective
aircraft will more or less ignore any waypoints or objectives to chase after any spotted enemies
imo the reason why you don't see many guides on waypoints is simply because 99% of the time an objective is the correct way to get units to path somewhere
The waypoints on units are still using the old menu, which doesn't have a handle. When you click set position it sets it where the camera is, and the vehicle will go to the waypoint either when it spawns, or when the selected objective is started.
"Hold Position" makes the vehicle ignore the locations provided by the objective system, which is what leads the continuously spawning vehicles around the map in a game of escalation
Give me strength and give me ideas to build a precision bombing mission in port maris city
break street blockades - enemy has cordoned off an area by fortifying intersections
so you bomb the intersections
o shit i had an idea for somethinng like this in agrapol, mainly revolved around lining up shots so that they would hit the vehicles and not be wasted by slamming innto the side of the buildings
have a HVT hide in the tunnel.
better yet, block it off with hardened hangars too
Nah, code a tunnel chase
Now that I really look at it, the city feels a lot less cramped than the pre-0.28 version
is this Dunkirk or D-Day
Yes. 
I mean my plan is that the "reinforcement" is an extraction team basically
Do probably more dunkirk
Will neutral aircraft just sit around on the ground not doing anything or will they try to sortie/bail
It's undefined behaviour atm but I think they eject after a short delay
yep :/
damb
Has anyone written a really simple to follow Guide for creating missions from scratch? The waypointing and objectives are just not clicking for me. I seem to only be able to get things to go somewhere else and attack them if I just take the existing and edit them directly. Its as if something at the core of starting to write a mission entirely from scratch defaults oddly. As I can not get AI to do what I intend very well at all.
objectives made sense to me when i loaded up escalation and looked at its objectives
I wrote a guide explaining everything in the mission editor, you can check it out if you don't know how some of the editor features work
https://steamcommunity.com/sharedfiles/filedetails/?id=3226495954
You guys remember way back in the playtest days where people made stuff like floating aircraft carriers out of buildings, ace combat style? How come nobody's done anything like that since?
My beloved....
Although, things like the mountain base from Battle of the Mountains is pretty impressive. There are quite a few interesting structures being made.
Ohhh like Brassy's flying cruiser things from like Project Wingman
@full cloak BTW any new and interesting things in dev 
Eh, not really anything super interesting
Aw .w.
I wonder if it's possible to spawn carriers in the air and have them stay there. Could be a great way to make flying aircraft carriers, if you stick floating buildings around them with aa emplacements and such.
I remember there was a trick back then to place vehicles upside down attached to floating platforms and buildings
Please I need my daydreams of being on the side that has the huge airborne superweapon to come true
bunker shot my beloved
yes. Just put them on a floating platform, they're very flat on the bottom
don't they collide and freak out?
not really
the carrier will make some grinding noises but I don't think it takes damage
from a good distance, it doesnt actually look that silly
You did such a great job that Mitch had to copy you
i mean i did that in 0.27 for a mission i was making, just never ended up publishing it
also holy shit that actually looks great given the tools you had available
i found the assault carrier one a lot better
not to say this one aint good
Aw. Why not? :c
it wasnt very good lol
Ah
thats a lotta fuel tanks
I require more structures, please Mitch.
some artificial islands maybe?
been thinking of turning Port Maris into a mini Dubai of sorts
Currently adding a small port, but probably not much more, unless I come up with any other ideas.
Going to be a 3 stage landing campaign
I've been thinking that since our current map is an island they probably do have to worry about tsunamis and such
so there'd probably be seawalls in certain places
maybe something like the afsluitdijk
Mitch please more structures
MITCH GIVE US MORE STRUCTURES AND MY LIFE IS YOURS
PLEASE
Especially mobile command centers and barracks because the highway strips just have depots and aircraft shelters
I've only had a quick look but any chill CAS focused missions out there?
I feel like turning off my brain tonight
probably some of rng's primevan campaign ig
easier than things like total escalation
they are still pretty intense for single player i think
When are people gonna make visual mods
I want this to look better than dcs
Like with sunsets n stuff
Is it possible atm to build custom spawnable airbases for players without putting a carrier on land?
Looks like yet another boscali hyperion is gonna find itself beached on a mountain ๐ญ
Mitch cooking as usual
Just had a genius idea for a [destroy command centre] objective
going to give a building a protected CIC
I would kill for some generic barricade props right now.
Please ๐
I love building all these little outposts
any reccomendations on how i should convert a pvp mission into coop?
not too entirely sure on balancing factory spawns and eco
increase enemy spawns and disable player spawning on desired enemy side
maybe add an objective or two
Is it a specific mission, or are you just wanting some general guidelines
general ish guidelines
mission is battle of the mountians if youre interested
Personally, I tend to set the enemy ground unit production to 300% of the player's team, since players are much better at neutralizing convoys. So if you have an MBT factory that produces every 90 seconds, set the enemy MBT factory to 30 seconds (for example).
Usually, I set the air power multiplier for the enemy team to start at 3-4 and then for every player on the player team, increase by 0.3 (So a max player game will face 9-10 aircraft maximum at one time, you can bump this up or down depending on performance but AI is the single largest draw on performance.
For production, I usually just make a cricket factory produce every 30 seconds so that no one is ever truly without an aircraft. Then Chicanes/Compasses are around 300, and everything above them are between 400-600.
It's nice to have the AI on the enemy team have to wait on production so they aren't immediately able to relaunch lost aircraft, so I usually give them similar, if not slightly faster, production as the player side, and cut out the cricket production.
I've got a CAS-style mission very slowly cooking where you precision strike targets in Port Maris City while trying to minimise collateral and in testing, it makes for a pretty chill time where you have to carefully line up shots
I wish I could set more specific ROE for the AI though
mmm also wish buildings were a bit more durable
can i get an objective to trigger when an AI ship reaches a waypoint?
Not that I know of. AI cannot trigger waypoint objectives, only players.
You could get around it by timing it, but you'll literally need to see how long it takes for the ship to get where you want it to be and then trigger the objective at that time.
It's a bit of a hassle
It's really unfortunate because some ideas would be way easier to do if that did work, like amphibious landings or convoy escorts
At the moment, no. As an interim you could time it + have a stop objective outcome if the unit is destroyed. The more aware players who could work out how this works might just order the escorted units away from danger instead, but I wouldn't worry too much about that. They can spoil their own fun if they need to.
I really don't understand, why do the AI planes go to the right side of the map and no nothing?? I was wondering where did the enemy planes went after the initial spawns and they seem to loiter around the sea for unknown reasons
the objectives are the vanilla escalation ones, i haven't touched them. Anyone has any idea? The allied carrier is on the other side of the map so it's not even that
they don't even seem to attack the desert airbase, they just go to the sea and then go back or something... wtf
they are too scared (evaluated risk is too high) of the enemy units and are maintaining distance
what is this bozo mindset
i want them to attack
even if they die
i remember in the older versions the AI would push, it was so much fun to attack them even in dangerous situations. Why did they make the AI so scared shitless
is there a way to make them less scaredy cats? The devs should make like a thing to allow the AI to have suicidal thoughts and push the objectives even if the risks are too high
not for aircraft that automatically spawn
aircraft you spawn in the editor have a bravery setting in the .json of the mission
ah i see, but those that automatically spawn are completely useless retards
also another question
does the AI use the money system? No right? Because they have automatic respawns with factories
sort of
they dont
ah ok yeah makes sense
so then this means that i have to reduce the amount of AA in the front
in order to have the AI do something
because my map has the PALA desert highway airstrip with tons of AA so that it doesn't get insta-killed by waves of helicopters and darkreaches. I like stomping AI, not the opposite. Ugh
can ships rearm form munitions trucks?
I could of sworn they could already
ships just have a lot of ammo (in the short term at least), so it may seem like its working
40 missiles takes quite a long time to deplete when you are doing it actively, however over prolonged battles the limited capacity really begins to show
awww no I've been spreading misinformation on the internet
how do vehicle depots work? do they spawn the same type of units? how are orders issued after they are spawned?
depots spawn whatever ground vehicles end up in the faction inventory, which get there by being produced by factories
they will spawn whatever is at the front of the "queue" and the vehicles will go after the current active objectives
Can you customize on what is in the queue?
no
the queue is assembled by the factory, so it's what the factory settings are
for example in escalation there are 4 tank factories all producing tanks on the same interval, so a tank platoon rolls out of a depot at that interval
how are people going about making capture objectives?
i just put a hidden vic somewhere that likely wouldn't be destroyed until most of the base is destroyed
is it alright If I make a post in here for a scenario I am making
before it's published that is
That's what this channel is for ๐
same and how to add the the grean sircils that you flye through
make a waypoint objective
how?
its an objective type
ReachWaypoints or something
you make it, then when you add the waypoint for it it places it where the camera is
so you can place it in the air and then move it, make it larger, etc
that's how you get "the green circles you fly through"
making a top gun mavrick mision is it posible to make it so that when your plane gts shot down you spawn in another aircraft ore is it just instantly a mission failed
yeah, get another aircraft, presumably put it as a spawn objective that activates when the first aircraft dies, and give it a player control priority lower than the first plane
lower then the first plane?
yeah
Ok
And will I spawn in the new aircraft ewen If I get killed at the start ore can I make is to when you get to a certin waypoint It activates the 2nd aircraft spawn
you can do both
don't take this personally, but the way you write is distracting; please improve
Yeah no problem english isn't realy my maine language but I will try to improve
can someone send a video of how to create a waypoint haven't really done it before an the tutorials i found was difficult to understand for me
late response but:
- objectives
- create new
- reach waypoints
- create new target
anyone find a solution or workaround for https://discord.com/channels/909034158205059082/1254496634381795408 ?
This is just part of their coding at the moment. They will attempt to flank but if the nearest threat is too high, they will orbit and wait for backup, which might never come.
amazing honestly
Put munitions trucks bridging the gaps between the storage tanks so they all detonate and damage the carrier too
Figured more fireworks is gud
Hello guys, I create a road with L shift and click then space to confirm but the road didn't appear in game, is that normal ?
they are only for AI
Ah ok thank you
"We have aerial aegis cruiser at home"
well, I guess this is closer to an "air defense frigate" in terms of size
those ammo containers should come in handy for these sorts of shenanigans

I imagine dropped ones will be targeted by various ground units treating it like a bomb?
No.
making a jet racing track mission for people to compete against echother and become the best darkreach racer in the game
lain ๐ฅ
aint to easy to holde my lain though when im racing with a giant jet bigger then half the road
cricket is best for this
unless you want to use the darkreach and just crush your competers
add checkpoints close to the road to force people to stay on the ground and make the final checkpoint spawn two Darkreaches facing upwards with a very high starting velocity to act as fireworks

4REAL was actually thinking of doing somthing like that the only problem is that I'm tribal with checkpoint system and only know how to build things

it takes a bit of getting used to but honestly its easier than getting the platform rotations right
Put IFVs on the wings to break em
thats easy, just copy the coordinates and rotations from one to the other
then you have them exactly on top of each other and you can just move one
ifv?
Any heavy ground unit should do
you kinda want the wings for extra turning though
And staying upright, fair
Weren't the new munitions containers suppose to be spawnable in the mission editor?
or am I blind
just had an idea id anyone wants to try
vertical launch tubes
will investigate further tomorrow since its 4 am rn lol
spent so much time exploring features and updating my mission that I've run out of time to actually play the update tonight 
anyone figure out capture power and capturing? vehicles pefer bloodshed to capture, and i want to make it easier to capture
Pretty sure capture power refers to how quickly/how much influence that vehicle has on capturing an airfield
A single vehicle with higher capture power will take over an airfield even if there's an enemy with lower capture power attempting to contest it
if anyone wants to have a go at adding airbase support to existing airbases, check out this mission https://discord.com/channels/909034158205059082/1210284846082039818
do be warned that it's two updates behind and you'll have to also do the economy, ifrit, and carriers
not entirely sure, but does control tower let you recover vehicles?
haven't been able to recover vehicles at my custom fob
add a vertical landing point
how?
scroll down once you select the airbase
ah, lol
also, a service point* the service point is where fixed wing AI taxis to and disembarks after landing
Whoever made that custom civilian airport, set it up for 0.29 so AI can use it and so we can spawn from there
Who did make it actually
I must know
would be really nice to haw them finaly working
also making a FedEx delivery mission should the mission end when the package is delivered ore when you haw gotten back home to the base?
Back
FedEx special forces always delivers
are ground units able to complete waypoints or is it still a no
No

You COULD cheese it by telling them to capture fake airbases with nothing on them
hmmm
do specific ground vehicle waypoints, the ones you assign per unit, actually work?
Yeah, you can set the conditions of when they'll head to it, too
I have a ship that withdraws upon a convoy's destruction because that convoy is an objective
Its finicky setting it up because they only start moving to the waypoint when an objective starts
youre talking about these ones right?
Yeah
i could not find a way to tie them to an objective, so do they just trigger when any objective is started?
Well if you add a waypoint there's a dropdown box
oh now i see
And you can select when the unit will start moving
just got another idea for a custom mission
ive always wanted an all-out war scenario situated in Port Maris, but have not been able to bring something to fruition
the debris from large building collapses seems to pose an issue with pathfinding and the AI aircraft just bypass the main frontline to banazi charge enemy spawnpoints only tto get vaporized
Im still very slowly building my port maris blockade breakout mission
im thinking of either PALA taking the city or the BDF retaking it where you must take out priority convoys, enemy strongpoints, and hostile landing operations
whats it gonna be like
You have a HVT to protect but not literally because escort missions are ass
But story wise you're conducting airstrikes on blockades and garrisons amongst the highrises while your navy brings in a landing force to secure a perimeter and evacuate your HVT
Its all about precision with mostly uncontested skies to simplify making the mission lol
are tarantulas bringing in the landing force or do they just spawn
The initial idea was ships and magic spawns but now that tarantula exists i could totally do that
If I can figure out how to get tarantulas to deploy vehicles in specific spots
boy do i wish there was a snap function for platforms
Same
currently, they deploy vehicles as though they're using a weapon to attack a land target. They'll do it as close as they can where terrain and enemy AA coverage (in 2d) permits
I might be crazy but I also remember someone saying that the tarantula's two containers would be spawnable in the editor back when it was still in development, did that idea get dropped?
Oh, editing taxiway paths of existing airfields doesn't save
oh poll text don't work the way I thought it would
oh bruh despite these darkreaches having an edited confidence of 1.0 they still retreat
does putting that higher than 1 do anything
do they see the enemy?
Yeah, they launch their cruise missiles then turn around despite having a ton of AGM-68s aboard
they do abort landing and come back later after all the cruise missiles are shot down though so I'm confused
ah that explains a lot
it leads to this weird overconfident behaviour where they go home after firing at the last available target
I'm afraid I'm not going to be able to get targets to outnumber the munitions
it's supposed to be (actually only look like) an overwhelming saturation attack after all
you could add some useless chaff like pillboxes or HLT tractor/flatbeds
or otherwise double down on cruise missiles
I suppose so
I might look at how the incoming missiles are calculated - I have had dogfight situations where in lieu of somewhere to land, one plane ejects after firing missiles at the other
What's interesting to me is that it wasn't always like this
there might be something that changed with the addition of the guided missile destroyer
so im playing around with objectives RN, and i was thinking that i could make this sort of continuous respawning truck using the spawn, destroy and wait components, but it seems that the objectives will not loop?
I have a "wait seconds" going that results in a "spawn unit" outcome and a "destroy unit" objective, that all works fine. The destroy unit objective is hooked up to the same first "wait seconds" objective, but it appears that this first objective will not re-fire after being used once. am i correct in this understanding?
The F2 debug acknowledges objective completion so im pretty sure it's not a syntax error on my part.
I'm pretty sure we can't do looping objectives
once an objective is completed it can't be reactivated
Correct, for now at least AFAIK
even after adding more useless targets than there are munitions the bombers still turn around and go home
and some of them crash land onto their airfield and don't bail out 
which is a huge problem because they don't count as dead
in 0.27 they were able to drop their CMs and then were brave enough to continue flying to drop bombs, but now they just turn back and don't even want to launch the AGM-68s which replaced the bombs because I originally thought they didn't want to get so close to drop bombs anymore
This is correct - objectives can't be reused. I'd need @gritty willow's input as to whether objectives/outcomes could be made repeatable. Some missions would also rely on the fact they can't be reused, so it would have to be an option of some sort if it's possible.
i see
if they can be, maybe a "reset/restart objective" outcome
cruise missile interception has a similar setup - they have a bomb load that keeps them closing towards the airfield, and they turn around when shot at.
I suppose I should see if giving my ones bombs again changes anything?
yeah - if it's for the spectacle's sake, bombs offer more spectacle
huh, I didn't even swap all of them and the AGM-equipped ones followed the bomb-equipped ones
what
okay the behvaiour is very inconsistent
one time they followed their cruise missiles in and this time now that I'm spectating, they're ALL RTB
and now that some of them got the go-around on landing they're going back to the target
mannnn
I'm glad the state indicator is a thing at least
I've noticed some weird behavior as well, like an ifrit with nothing but a cannon that still had ammo, decided it was going to go after a Shard...
I think a toggle or something to make objectives repeatable should be fine,
spawnunit outcome might be tricky because it might cause multiple units with same unique name to exist at the same time, but maybe another option for this would solve it, either allowing "only spawn once", "spawn again if destroyed", "spawn multiple at once"
For anyone that's hosted my mission before, (https://discord.com/channels/909034158205059082/1185479562092617738) would you prefer to scramble while the first bombs drop or would you prefer to watch the fireworks and scramble AFTER like it is currently?
2
3
2
Watch
Is there any way to set or modify the "AI Skill" of units that spawn from Vehicle depots?
sadly no
Damn.
What is it set to by then?
I guess 2 things I'd really want for the editor. One is "prefabs." Let us select a group of things and save them to place copies.
The other is the ability to set AI skill of units that spawn from depots.
.7 iirc
for the economy system, do the factions have to spend funds to produce/deploy ground vehicles and AI aircraft?
no
so they deploy them as soon as they are produced and a depot is ready
yes
then what does the faction starting balance do? is that split among players or is it per player
money is only spent on players
yeah but what does the faction starting balance do like does each player get that amount
when they join
it gives the faction money
ok
so faction balance does nothing?
faction HQ gives the players money iirc
equally
isnt that player tax rate and faction income though?
last i cheked in solo escalation, the faction balance figure displayed in the map tab didnt really ever change.
the starting amount doesn't matter yet, but when the HQ accumulates funds over the starting amount it is split between players
the behaviour is the same no matter what the starting funds are
ah ok, that makes sense
can an objective thats been completed/bypassed be reactivated?
cause im making a mission thats essentially a giant game of tug o war with airbases, where if an airbase is captured, the frontline's capture objectives change depending on which airbases are on the frontlines
also are LCV25 AA not able to track bombs and things with no thermal signature
see: #1131013817011294249 message in short, not right now but potentially with more development
there are three things i am struggling with while making a large-scale co-op mission. these are:
balance
AI pathing/objectives
performance/lag
I don't understand why the AI following up with this scripted attack or not is a 50/50 coinflip
okay it's more like 20/80 against following up
which types of objectives does the ai not follow, ground and plane ai, if there are any?
looking for something that'll appear as a waypoint or objective on the map and on player's screens but not attract ai
both will go for the nearest objective, visible or not. Air AI will enter combat state and ignore objectives to attack anything that is spotted, and don't exit the combat state until they return to base
ground units will not go for the objective if they have hold position ticked and/or a manual waypoint set
you're saying there aren't any objectives that don't attract ai?
Not among ones that mark a location. @gritty willow I feel like I've needed this in the past. Would it be possible to have a toggle, like Hidden, for whether an objective is ignored by AI?
might take a bit of work to go though, but should be possible
we could make it an option between hidden, player only, ai only, or both
What if you had an entirely separate POI-type of marker that visually is similar to a waypoint, but just lacks some or all of the interativity?
You would then be able to use them to permanantly plot, for example, a flight path or other route that doesn't disappear when flown through
how does this work?
well you can load up escalation in the editor for exact details, but basically it does what it says.
There a bunch of convoys set up around airbases with preset waypoints on each unit. The waypoints are set to trigger on the completion of an objective. Form what i saw, most of those objectives are the "destroy factory" ect objectives that the opposing team has.
So im pretty sure that it's basically like: someone kills one of your factories, an ally convoy gets spawned to go .... somewhere... Then i think they just kinda hand out until another objective up the path gets hit again.
Ive never seen a convoy spawn right on top of an airfield while there are enemies right at its doorstep tho, so that line might be a bit misleading.
there is a destroy objective with a list of the targets in the viscinity of each base called "threaten", and when any of those are destroyed, it starts a corresponding waitForSeconds objective called "send reinforce" that eventually spawns the convoy as an outcome. The waitForSeconds is stopped by destroying the corresponding vehicle depots at the base the convoy spawns at. There are two convoys per corner base on the map, for a total of 8 convoys.
It wasn't originally like this - originally the convoys would all spawn at match start (like in confrontation) with the goal of radar AA pushing further inwards and applying pressure to the middle so that one side cracks and folds, but the pressure was too great too soon and the increasing radars only frustrated players so I delayed it and made it only happen for the losing side via these objectives.
there is an exception, that the convoy heading north out of agrapol will just always spawn, both because having targets marked near agrapol makes BDF cross the bridge too soon (which I didnt want) and because for PALA to succeed, south boscali has to fall, so initially they throw everything at it
these convoys do have a problem currently in that if they get spawned after their first destination gets cleared, they end up parking on it and not going any further.
Now that is something that is interesting, I love chaining a bunch of objectives together to force interesting things to happen ๐
while I wouldnt know if anyone has realised this, you can completely deny the arrival of these convoys by striking at the backmost depots at the main bases
You could create a logic store with munitions trucks and other vehicles to store game state data. You would have to set this up in a safe place on the map. Essentially, if Objective 1 is completed you spawn the next objective along with a safe stationary vehicle somewhere hidden on the map in your "logic storage". This spawned vehicle essentially stores that objective 1 completed sucessfully. If another objective is failed you could spawn a hostile tank beside the Objective 1 vehicle it that signifies objective 2 Failed. When this tank would kill the Objective 1 vehicle you will be starting the objective 1 success, objective 2 failed logic path with your desired gamestate objectives being triggered based on the death of objective 1 Vehicle.
I think I remember @indigo valley did something like this
Has anyone tried respawning airfield buildings by forcing an airfield to get captured by one side for a second and then getting it flipped back?
could be possible, but hope that enemy team doesn't spawn while it's captured
Im having an issue in a mission im trying to make. Are ground units unable to capture neutral vehicle depots? The vehicle Depot is just staying neutral no matter what i set the capturable option, capture power etc too. I tried setting having it so the vehicle depots spawned in after mission start, no luck. Is there an objective i need to have on or? https://discord.com/channels/909034158205059082/1306043094025633863 Seems like a known issue NVM
Can someone explain what im doing wrong here? I cant figure out waypoint conditions.
This is just a blank mission with one truck and two waypoints, one waypoint set to complete on unit spawn, the next set to a wait seconds objective. The objective completes, but the truck wont go to the next waypoint. https://steamcommunity.com/sharedfiles/filedetails/?id=3367863266
(ignore the thumbnail lol)
so, perhaps unintuitively, the vehicle's waypoint position is set when the selected objective starts rather than completes
other than that this looks correct. It's also worth noting that "Hold Position" more specifically means the vehicle will ignore locations of objectives, so you dont need to make a starting waypoint at the unit's own position
for the missions where I have vehicles go some place when a thing happens, I start an inconsequential objective (like a waitforseconds) named with the behaviour like "Tanks move forward." The tanks have that objective selected for the waypoint they move to, and "Hold Position" is ticked so they ignore positional objectives.
so in this case, the outcome of the countdown should be to start a "Trucks move" objective
ah, okay, that's what i was starting to suspect after i walked away for a bit, thanks.
Also, i think there's some weridness with the interface for setting unit waypoints? In another mission i had a truck with waypoint, copied the unit data, pasted it onto a new truck, and then manually set the new truck's waypoint to a different spot. When i tested the mission, every truck that i had placed in this manner was instead navigating to a single spot, the initial spot that the first truck was set to move to.
I think it's happened more than once without me knowing what's happening, i think i once had to go back and discover that the new vehicle waypoint i had set simply didn't save or register when i reloaded the scene, even though it did register when i first clicked the "set" button.
The vehicle waypoints are from before the new objective system, which is why they're inconsistent with how objectives currently work. What you describe seems reminiscent of something I experienced when setting up waypoints in escalation. I assumed I made a mistake but it might actually be a bug.
@gusty goblet how? This is amazing
is this Pitch Black? if so, the weather is simply set to extreme values via JSON
Yeah it is pitch black
What happens if you do the opposite?
Like solar flare
there's no real way to make it 'the opposite' as the maximum is clear weather, sadly
although it would be funny to play in nuclear explosion brightness the entire time
Yeah lol
NO light mode
How it feels to use windows light theme mission when
How to place helipads above 18.9 height when on world edge?
Anyone know how to copy and paste?
I need this, but in a line
you can edit the .JSON file directly in notepad++ and simply copy the helipad, just remember to change the id
Where are the JSONs stored?
In your appdata, locallow, shockfront
I think
Alternatively theres an open file explorer button when you go to load a mission
I've noticed some extremely interesting but also frustrating AI behaviour in my custom mission, the first time I start up NO for the day, the bombers commit to a follow-up attack as intended, but if you replay the mission after that first run, even if incomplete, the bombers instead turn around every time
gives me false hope that the flor of my mission is fixed :(
that initial desperate defence and gunfight is so much fun and I wish I could just make it work
what would be really nice would be units in the editor reporting what objectives they're assigned to (be spawned/despawned by, assigned as target, etc.)
mission editor improvements one day...
for now I will seethe
I will beach myself like the Dynamo does 95% of the time until it happens
yeahg
my mission update project has been thoroughly shafted by the dynamo just running aground and/or running off in to hell
Pushed the 0.29 update for my mission anyway because I don't see how I could possibly fix this AI issue
darkreach stuck on the runway holding up objective progression because he won't bail, even AFTER being bombed
that's new
WHY WON'T YOU BAIL
AI that are trying to taxi but can't move over a certain speed within a certain timeframe should realise they're in a stuck state and be forced bail
there's always one that doesn't bail and it keeps breaking my mission
bandaid fix it is
i would give the following conditions:
one engine is damaged beyond 50%
wing/tail part detached
gear broken
if any of these is met the AI taxis to the service point and despawns, returning the aircraft to the inventory
if it cannot taxi or is on fire it ejects
will try to check it out after im finished lunch
does anyone know why for no reason platforms will just randomly change their rotation?
i need a platform at 180
and when i load the mission?
its at 179.4
honestly i have no idea, this should not be happening
although it's important to note that within the json editor, quaternions are used instead of euler angles (for some absurd reason)
Is this worth a Mitch ping?
Floating point values may shift imperceptibly between saves/loads if they start at a value that can't be expressed relative to the origin within the number's precision. The origin also shifts
positions wont be changing by any amount that matters
as for rotations, they are quaternions, and different sets of values can represent the same orientation. A rotation applied to the object by manually editing the json will be the same as whatever set of numbers it becomes after saving it
not worth a ping but annoying to say the least
and probably won't be changed due to level loading times and that it would break all older missions
that's true
but for more procedurally-made missions (i.e. perfect sphere from 2 million platforms) it's very annoying to convert from euler to quaternion for everything
(although is really just another half dozen lines of code)
new version, with the airbase to the west, does anyone know why a player cannot spawn from it(for debugging purposes)
Sya, are there any public plans for if / how the objective system will be expanded upon? I ask because i feel like im growing a wishlist of objective features, half of which might be super obvious to everyone else like " make reach waypoint objective be completable by NPC's" etc.
anyone know if it's possible to run a 'spawn units' objective multiple times to spawn waves of units over and over again?
unlikely
also, how are dialogue boxes and such handled upon player join on a multiplayer mission? i want a disclaimer to be displayed whenever each individual joins warning them that they need to download a mod first or else everything will break
best bet is a bunch of vehicle depots and factories that spawn once you want the wave to start
Not possible to loop objectives currently
Dialog boxes only appear once, generally only the host sees it AFAIK
would be nice if we could have floating, placeable text boxes sometime
yeah it would be nice to have instanced / repeatable dialog boxes, for situations where you might want an optional info message or something. RN i guess you cant really have a multiplayer-compatible mission where you go and taxi to a waypoint and get a situation report, i have something that set up in an unfinished mission i was working on.
Is there a general tutorial somewhere on how to do Custom Missions?
there are some guides on steam
also you can learn a lot from just inspecting official missions and seeing how they work
Is it possible to increase the max AI plane spawn count to higher than 16?
json edit the file
how would you go about that? such as with the Escalation mission?
how exactly do i get the json of the mission?
sorry not too familiar with modding unity
Go to load the mission, but don't actually load it, instead click on the "open missions folder" button or whatever its called
Look for the .json with all the mission info in it, find the relevant line and change the value to whatever you want
.json files are remarkably easy to read even if you don't understand coding language, so it shouldn't be too difficult
For the default missions, open them in the editor and save them as a copy to edit them
Is it possible to change the main image of a mission after its uploaded?
just change the steam image
I can update the steam images but it looks like the preview image you upload in game which becomes the ingame icon may not be changeable.
still having an issue with most of my missions for some reason, wondering if anyone can help
doesn't matter what aircraft or if it has armarment, but on select missions, players aren't able to input any controls or do anything else when they spawn as a predefined aircraft
this only happens on B02 rescue and my HD2 missions as of now, they used to function without problems before the latest patch or two
got the AI to successfully take off from a dirt runway, even when fully loaded...
they hit the runway too fast on landing, though, any suggestions?
compasses in particular will usually break one or both rear gear, causing them to skid out of control and into the water/forest where they eject and count as a crash
and crickets will break the nose gear, continue to roll to the service point at the end of the runway, but fail to turn and just roll into the ocean
fixed!
added a few inverted helipads just under the sand to assist with rough landings, and made the runway into two separate ones (one takeoff, one landing)
the ai now has a much more reasonable approach angle when the landing strip is, like, 10m long i guess
ok so maybe not "fixed fixed"...
ai crickets now land perfectly fine most of the time unless they're still carrying a full bomb load (which is unlikely in the actual mission)
i've put, like, service points all over the landing area just incase they skid off though
compasses still usually break both rear gear but at least it's more consistent...?
they'll just skid off to one side and eventually stop and be returned alright
there was one case where a compass got stuck because it skid too far away from the runway endpoint and just was perpetually in landing mode though
and that prevented any other aircraft from landing
@indigo valley are your campaign missions are up to date with the economy settings right?
because uhhhh
Lore accurate Boscali
:
Mission?
Mission?
Most of them do this but we had particular money problems in Operation Backslash
I think, whatever the first PMC one is
This might be a UI issue, do the players themselves have money?
They do, but it felt like there was no income
I did notice that none of them have a faction starting balance but the later missions ran fine because obviously they were made after the economy stuff was implemented
I'll take a look at it
-#
๐บ๐ธ
anyone know if \n makes new lines in show message outcomes?
i think so, yes
turns out no
you might need to escape the , so \n
seems like backslash is some sort of discord markup
I remember this working in other fields at least
backslash allows to use the next character as plaintext, if its usually reserved for markdown
for instance:
\*ass\* *ass*
returns *ass* ass
you're pretty much saying "\n" for new line?
markup is weird
At a guess. I know the old ttutorials had newlines in their messages but I'd need to check to see how it was done
They also had text that was emboldened
would that just be something like <b></b> or rather with ***?
You know what would be really cool? A "Randomize" objective.
set it up to pick a number between 1 and whatever you designate, then assign a pickable number to relevant outcomes.
(I say this because i want to make a mission where you hunt for enemies in random locations. )
more functionality like this would be awesome. also making waitforseconds built-in to every objective start
yeah definetley, found myself wanting that but for outcomes. Wouldnt render waitforseconds obsolete, but would streamline the hell out of the objectives list.
I swear half my wait objectives are just there to space out messages announcing other completed objectives, so that they don't overlap
Hello
Would love some help to diagnose this issue
anyone here try forcing the ai in coop missions to use better loadouts by restricting weapons?
currently doing that and seems (???) to be working
reposting here;
anyone know how the algorithm works for ai selecting which aircraft to use from faction inventory?
as far as im aware it's random for each slot, except for when nukes are available (nukes get much higher weighting), except for the tarantula, which uses parts of a new system that will have aircraft spawn with loadouts that match their mission
my bad I missread. Aircraft selection is also random, with selection based on type. I.e: if you have 6 darkreaches and 1 cricket, you have a 50/50 chance of spawning a cricket or a darkreach.
interesting
yeah i'd like to see the ai more purposefully spawn with a loadout that fits some sort of "individual objective"
where, especially if an important threat like an enemy carrier or large approaching convoy is detected, a threat assessment is given based on the components of said threat, and ai will choose to bring an air-to-ground oriented loadout, or if there are aircraft present, choose smartly to be efficient about what to bring
another thing i'd really like to see is ai actually picking an efficient loadout
too often a compass or whatever will decide to take 1 pab-250 instead of 3 on the inner pylons, despite the total not being overweight for its loadout
and ai ifrits will also have 1 mmrs3 on the inner pylons and 2 scythes on the outer... 
pls
Idk know why this is happening
Canโt rly work on the mission till this is fixed
if i add something like a depot or pillbox to the airbase buildings list for GE (which is currently neutral) will they respawn when the airbase changes hands?
ai desperately needs a rework or overhaul, they're definitely too weak to be used properly currently
no
You've set the west base to "disabled"
Change the base settings in the editor
What it is
Oh
np
Don't be sorry, there is not much of a guide for using the editor, it's what we're here for
Thx, the reason it was disabled is so the ai would not be spawning from an incomplete airbase
the outer hangars are very helter-skelter, typically you'd expect a compound this size to have all buildings either aligned to the main roads, or arranged around some (abstracted) dirt roads and open lots.
the big buildings look fine, but you can't really be so haphazard with the little ones' rotation.
mostly was trying to fill space on the outer, wanted to utilize smaller buildings but still not use a ton and ruin optimization
might actually be more efficient to use fewer big buildings and have smaller ones act as little detailing bits.
a greater number of small things potentially means more draw calls, depending on how the game is optimized.
and even a refinery becomes just like 6 cubes at more than 10 km distance so yeah.
i personally wouldn't worry much at this scale.
i'll probably do a overhaul later (those vertical factories are looking good for soviet style apartments
)
insight is VERY helpful though, thanks
The max number of buildings you could cram into a space this small shouldn't be much of a performance concern. Go nuts first, then trim later if it actually becomes a problem
As for ugly, as others said just align buildings' rotations with their neighbours or with nearby roads
i actually did have something going earlier with aligning buildings, but opted for icky placement when performance anxiety took over
We need more structures in game ASAP
just give me a set of concrete-textured cubes of various sizes and hp, and ill be building unreasonably large megastructures in no time
give us custom sized cubes and my life is yours
let there be cube
making a free flight mission any sugestions what i should add?
never been able to do it myself, but try making a contraption which you taxi/fly thru to remove your wings
interesting will try my best to add that in if you haw any other sugestions just say it im trying to add as much in as posible
remember when i said vertical factories for soviet style apartments?
very distopian I love it
How to force dynamo to fire cruise missles?
I rummaged through the entire editor, but found nothing about it
turn up its skill level
it picks 1 target every x minutes until it has enough targets to fire an entire volley
the higher the skill level, the faster it picks targets
every 14s at 0.7 skill, or every 10s at 1.0 slill
if you set it at 10000000 skill level it'll just volley constantly and you'll need a chain of tarantula supplies, pretty fun
This is how we tested it out during the prototype phase lol
Is it possible to restrict which aircraft the AI can fly? I'm trying to work on a scenario where the AI can only fly crickets and compasses, and then players are flying the more advanced aircraft
AI have access to the whole inventory. You'd need to remove/change the factories for the other aircraft
actually, I think you could fudge it currently with a really high reserve number, coupled with an equally high starting amount for the planes you want the AI to use
and then they wont touch any of the other planes until their numbers are up
any way to prevent darkreaches from spawning at medium hangars in custom airbases?
or will i just have to live with it
dont place medium hangars
yeah but what if you want medusas
carrier
that's reminding me of pre 0.29 when you just put a carrier on land whenever you wanted a custom airbase lol
Hello, does somebody can write a little bit in depth info about how custom runways works ?
What does each check mark do, can you make airbase with more than one active runway (so both planes can take off at the same time)
Can you make AI land and take of from one direction ?
take a pic of the custom airbase menu and i'll remember
I kinda understood other parts of custom airbase, didnt tried vertical landings points tho
ai aircraft will try to use the entire length of the runway(usually) you define to take off
they will use the start and end points as reference for taxiing
width is what they'll try to stay within
arrestor is if aircraft try to do carrier style landings (i think????)
skijump makes them expect a ramp at the end, or to fly straight to takeoff (dont remember exactly)
vertical landing points are what they sound like
they also allow you to eject to recover aircraft so they're a must
*service points allow you to recover aircraft
Thanks for the info
but huh, service poins stop working as intended and AI just ignores it and ejecting at the end of the runway
Also, ground AI just ignores custom placed roads
not sure why they would do that but there's a chance it's being targeted by another ai already and therefore is inaccessible
if you mean ground ai as in tanks and such, you need to make sure that your custom roads are connected to a blue node (it's difficult to get it to connect for me, so i always fly my camera until the ball is basically my entire FOV, and then i click, the road should appear stacked directly on top and selecting the node should show a new connection
otherwise it just doesn't work for some strange reason and won't be considered part of the network
same for aircraft iirc
I tried to make airbase with 2 runways but AI cant use both at the same time while landing (they will abort landing almost at the last second)
What for roads, hm, let me try
ahh yeah i think that's a bug with runways in general, there can only be one aircraft taking off or landing at one time, and even if a jet is landing on a different runway it will abort last minute similar to what happens when two ifrits try to land on a carrier
Is there a way to make ground units not rotate when they at their waypoint ?
also, force them attack neutral unit ?
eh, not really
you could try to give them a destroy objective on it but i'm pretty sure they refuse
damn
Is there a way to activate objective when certain unit gets in certain position ?
i would very much like there to be, but no.

Does anyone know if there's a way to make buildings or objects invulnerable (or effectively by giving them massive amount of hitpoints)? Like perhaps a "health" field/variable you can add in the mission .json file (the same way there's a "globalPosition" field variable).
only in your game files
not in the .json
.json editing has the same capabilites of the mission editor, just without limits in numbers (can set skill to 100, wind to lightyears per second, etc)
limits for aircraft loadouts still apply, you cant put demo bombs on crickets
depending on what your purpose for them is, you could effectively make them invincible by putting them deep underground or in space. This would be via .json editing, as the unit positions in the editor are capped
wherever there isn't an official way to do something I'll probably have a dodgy answer
@dreamy peak @topaz locust Appreciate the info! Had a feeling it wasnโt going to be as easy as adding some lines in the .json file
Is the anyway to get buildings to respawn, specifically on capture, the same way the Revetment, Hardened Aircraft Shelter, Helipad, and Medium Hanger come back?
Iโm trying to make custom airbases that use things like the โLarge Platformโ as part of the structure. Problem is that those new bases are unusable to moment they get bombed because the structures I use for runways get destroyed
Currently what Iโm doing is creating individual โdestroyโ objectives whose result spawns in an identical building. But itโs a lot of work to do so โ identically placing each structure and then creating an objective for each
@gritty willow could airbases consider non-hangar buildings for repairs?
Does anyone know how I can "trick" AI into using both runways for landing ?
its kinda annoying a little that when you have assigned 2 runways, AI will try to use only one
For what itโs worth, I did try to get non-aircraft-spawn buildings to respawn by adding them to the โbuildingsโ list in custom airbases, but they didnโt respawn on capture
maybe two separate airbases? that might make the menu a bit crowded but one can have all of the infrastructure and the other just a landing striponly
Hm, need to try it out
This should work in the future, but atm repairs are a WIP thing and they get handled differently/not at all
I have a broken custom mission here: I created it fresh in 0.29.3 pre-mini-patches, and yet none of the placed vehicles appear to spawn, and airbases are mis-assigned. I was not able to test it pre-mini-patch to see if it worked at all, but all of my older missions still seem to work fine.
I see some vehicles, and north boscali belonging to BDF. Is that correct or is that in its broken state?
ah I see, they're not there when launching
Yes, exactly.
and lots of empty objectives
that's intended
okay
i only worked on this for an hour
only the first 2 (?) capture airbase objectives should have anything assigned to them
(Im no longer at my PC , can't check)
nothing related to objectives
Okay, help me out, what does happen
see: #1131013817011294249 message
Oh, so the editor vehicles don't spawn in game?
yeah. Actually also having trouble with the dialogue box but i didnt fully troubleshoot that one,
the vehicles thing is the most confronting
I tried a couple of things but it is late and I am overtired. I am not sure if this has anything to do with it:
NullReferenceException: Object reference not set to an instance of an object
at NuclearOption.SavedMission.ObjectiveV2.Objectives.CompleteOrderList1[T].WriteNetworkData (System.Collections.Generic.List1[T] data) [0x00009] in <4e89a6d5aba14d8fbfb47b1f86fa22ae>:0
at NuclearOption.SavedMission.ObjectiveV2.Objectives.CompleteOrderList1[T].UpdateNetworkList () [0x00001] in <4e89a6d5aba14d8fbfb47b1f86fa22ae>:0 at NuclearOption.SavedMission.ObjectiveV2.Objectives.CompleteOrderObjective1[T].UpdateNetworkData () [0x00010] in <4e89a6d5aba14d8fbfb47b1f86fa22ae>:0
at NuclearOption.SavedMission.ObjectiveV2.Objectives.CompleteOrderObjective`1[T].OnStart () [0x00059] in <4e89a6d5aba14d8fbfb47b1f86fa22ae>:0
at MissionRunner.AddActiveObjective (NuclearOption.SavedMission.ObjectiveV2.Objective obj) [0x00055] in <4e89a6d5aba14d8fbfb47b1f86fa22ae>:0
at MissionRunner.StartObjective (NuclearOption.SavedMission.ObjectiveV2.Objective obj, System.Boolean addToActive) [0x0001c] in <4e89a6d5aba14d8fbfb47b1f86fa22ae>:0
at NuclearOption.SavedMission.ObjectiveV2.Outcomes.StartObjectiveOutcome.Complete (NuclearOption.SavedMission.ObjectiveV2.Objective completedObjective) [0x0001d] in <4e89a6d5aba14d8fbfb47b1f86fa22ae>:0
at NuclearOption.SavedMission.ObjectiveV2.Objective.Complete () [0x00019] in <4e89a6d5aba14d8fbfb47b1f86fa22ae>:0
at MissionRunner.CompleteObjective (NuclearOption.SavedMission.ObjectiveV2.Objective obj) [0x0002d] in <4e89a6d5aba14d8fbfb47b1f86fa22ae>:0
at MissionRunner.Update () [0x00072] in <4e89a6d5aba14d8fbfb47b1f86fa22ae>:0
at MissionManager.StartMission () [0x00256] in <4e89a6d5aba14d8fbfb47b1f86fa22ae>:0
at MissionManager+<>c.<OnStartServer>b__57_0 () [0x000de] in <4e89a6d5aba14d8fbfb47b1f86fa22ae>:0
Gotcha. Iโll just put the custom mission on ice until that TBD date. Thanks again for the help man!
How can you give a 'preview' picture to a mission? It defaults to the border picture and I can't find how to change it
if you upload it to steam with an image thumbnail, it'll inherit that in the mission selector
Thanks ๐
Only for those that downloaded it through the workshop though, your own copy will just have the default thumbnail I think
sweet, my broken mission works on play again.
Ah crap sorry I forgot to tell you to test this
yeah, it seems to work, appreciate it.
So lately ive been brainstorming what i might like to see in the mission editor, and this afternoon I had the urge to do a little sketch layout thing just for the hell of it. This is the unfinished, result, sort of an idea / pitch for ground vehicle behaviour.
I intend to dump it in suggestions when its done, but i figured i'd post it here and get some thoughts from mission makers first?
The first half of this is very similar to an existing plan for ground vehicle defensive positions around capture points. This might be a good way to manage compositions in general, like having groups of vehicles form near depots before moving out together
mm, i had an inkling that there was no way i was the first to have the idea.
also yeah, i was drawing without reference and habits die hard lol
doesn't mean it's a bad concept, though!
thank you for the high-quality presentation ๐ซก
In an earlier patch did the hold position check on the editor for ground vehicles prevent players from moving it in the match too?
Currently anyone on the relevant team can move units set to hold position but I thought one wasn't able to a couple patches ago.
This was never the case
any way to get ai to use a variety of vehicle depots and not default to the closest objective?
Not really, but if the mission starts with a large inventory of vehicles they will spawn at multiple until the inventory is depleted
yeah, i've noticed that aswell; should i just brute force it and add a ton of production that all happens on the same interval?
One thing I haven't tested is that if there are multiple active objectives that are closer to one depot or the other
I am not quite sure how the AI decides on which objective to send vehicles to, other than which one is closest
i think it's just sorted by shortest depot -to-objective-distance pairing. So if they arent forced to spawn from more than that 1 depot at a time, those depot-spawned vehicles can't tackle any more than that one closest objective.
but if they are forced, i think they can fan out to multiple objectives.
Does anyone know if there's a system behind where planes spawn on an airfield?
I was mucking about in the mission editor and noticed that when placing a stationary BDF ground unit on a non-capturable PALA airfield, player spawn planes that normally would use either the aircraft revetment or hardened shelter to spawn started instead spawning via the medium aircraft hanger
Also, does anyone know what the "Vertical Landing Points" and "Service Points" are for in the editor?
As far as I can tell, the aren't necessary for aircraft to spawn in via them, and I don't see them at any of the premade airfields.
vertical landing points are for AI helis to land on, service points are where fixed wing taxi to after landing to respawn
if you want to keep the aircraft after ejecting, you have to place a vertical landing point i think
im creating a mission and hawing turbel with flying the planes when i spawn in with a aircraft the game wont let me more ore start up my engines ore anything the plane just stand there at the spawn point and same with the ai aircraft they cant take off eighter ewrything els like the boats and ground vehicles work but not the planes and all other downloaded and in game missions work as well just not the ones i haw created dos anyone know what this issue is if i messed something up in settings ore if its a glithch in the game?
There is a known issue where if you have neutral aircraft at all, spawning into a pre-placed plane will not work
The fix it to just remove the neutral aircraft
Ok will thr that later thanks dos the same apply to vehicles and boats?
I dont think so
is there any way to make objects indestructabe?
trying to make a sea base and this is what it looks like once you capture it
how do remove aircraft from airports i made myself?
so that people can only spawn with certain aircraf at that airport
both are currently not possible @real pagoda @west widget
harrass the devs so they add it ๐ ๐ ๐ฅฐ 
haw they mentioned anything about this ore any nex structures next update?
ore anything in general that adds to midsion editor
haven't heard anything
working on some areas for a mission that i will release when finished will probably be done in 2 weeks im lazy and the name isent official yet but i think ill maby callit escalation remasterd same as the older version i made back in mai
if anyone haw a better name for the mission i would be open for suggestion's it basically is just escalation but with oil rigs mountain bases and naval docks
Does anyone know where the mission files are stored on steamdeck?
I renamed a mission and now iv got 2 versions
Opening the mission folder through the game doesn't let me delete them and the file path doesn't match up to anything in the actual files
workshop or local?
local missions are stored exclusively in that mission folder
workshop is stored inside shockfront within appdata
NVM I found it
Steam deck has a fake C drive
It's the window filepath + a whole bunch of other steps
I got a question, im trying to make a conquest type mission, where each side spawns at carrier on opposite sides of the map and I want them to work on capturing airfields for more spawns/resources. Currently all the ai aircraft do is spawn, launch, and go land immediately.
I have an objective set to capture airfields, right faction, not sure how to get them to go out though
Hm I might have figured it out lol
idk maby its to far away ore maby their not selected a s enemies but im just guesing
nah i want the airfields to be neutral across the map and have the players work to capture them on both sides kinda thing. theyve managed to take off and path to the closest airfield but none landed to capture it so im trying to figure that out now
aircraft cannot capture airfields
only ground units can if they are on it
(and boats)
ah so it would have to be troop transport with tarantulas huh
yes, which cannot spawn from the hyperion
they will spawn from the upcoming assault carrier though
well, thats unfortunate. thank you! i suppose ill wait it out
shouldnt be too long until the update comes
and i think it may actually come with such a mission type on the new map
they can cook all they want lol, coming from dcs and the likes, they have my full passion and support and trust lol
lol we got no "thank you for your passion and support" here, we got hard working devs listening to the community instead
It's honestly insane how much the devs have done in such short time. Its quickly become one of my favourite flight games out there
sounds like a good mission 
you could give each team a ground base on their respective sides of the map producing units
ideally my vision was: both teams start out with just a carrier and limited aircraft. ultimately the goal would be to destroy enemy carrier, so youd have CAP running, etc etc. no ground based radar stations so everything is basically datalink based. start out with a medusa or two for awacs. and then, youd have the option of landing at neutral bases and capturing them and taking over their production and resources. more lives, another target for the enemy team. might be criminal but was considering no nukes to require some more teamwork and effort taking out bases and stuff. i think it would be a really fun tug of war type game mode, but i have 0 experience making missions and it looks like i might need to wait a little while for the editor and whatnot to let me do some of the critical things.
And thats why i want a bit more flexiability in the editor
because as im aware, you are kinda cant do it
either you need to have preplaced airframe that would have a "capture strength" or wait untill 0.30 will come out and you all could spawn from assault carrier with tarantula's
It's okay I'll wait lol
how do i add custom images tor a mission uploaded to steam?
Are you talking about the thumbnail or the Steam page images?
both
You can upload a thumbnail when you upload the mission to the workshop, to add images to the Steam page you need to go into the page itself and it will be a menu to add/edit/remove images
and the mission how do i upload it?
In game, there is a workshop button, then once you get into the in-game workshop, click upload, then mission, follow the steps from there
Hit save instead of load on an empty mission ๐ญ
Had an empty mission on my screen, went to open the mission I wanted to edit, hit save instead of load and overwrite it
Had the same problem when I made the first escalation remastered mission
I would recomend making one that's called backup so that you always haw 2 of the same mission
Yeah I should have thought about that
Does anyone know what systems AI planes use to taxi? I thought it might be roads, but they don't seem to follow them. Instead the AI planes just take a hard left turn upon startup and ram into their spawning hanger/revetment
Also, just for clarity, while this is Maris Airport, its a custom airbase
Need to use airport roads that are linked to the base itself
Ah, ok, so even if I've disabled Maris Airport, and created a custom airbase on it, planes will still use the default pathways, yeah?
You need to place the roads for your custom base and ensure that they are assigned to that base specifically
Jesus, boy do I feel dumb lol
Appreciate the help though!
It's not extremely intuitive, not dumb at all ๐
Thanks for taking pity. I really do feel for the people who had to figure this stuff out for the first time on their own
Also important to note that connecting to the existing airport roads doesn't seem to save at all
is it posible to haw ewents happen in the game like if i can i make it so that if primeva destroys boscalis main airport there spawns in 5 boscali bombers ore if boscalis takes over primevas island there spawn in more primeva ships thinking of adding this in to my multiplayer mission so that players from both factions haw a reason to do the objectives
so in a more simple way I'm asking if its possible to add different objectives that spawns in things for both factions in multiplayer depending on what the players do and destroy destroy
absolutely! i've actually done this for one of my personal missions
it's gonna be tough for the airbases though, since you can't actually select map objects to be included as objectives
ok... well is there anything you can recommend like a youtube tutorial for this ore something because iv newer added objectives before and last time i tried making a path to fly with the green ring i couldn't do that eighther so I'm basically completely new to this
ok... well is there anything you can recommend like a youtube tutorial for this ore something because iv newer added objectives before and last time i tried making a path to fly with the green ring i couldn't do that eighther so I'm basically completely new to this
Yes but you will need to add target units to the airports in question, since you cant assign the map objects as targets
For capturing airfields theres a dedicated objective for that one so that's simple enough
so there's already a built in objective setting that makes it so that you can spawn in thing father a airfield has been captured?
pretty much, yes
the objective can be set to capture an airfield, and once it's accomplished you can make that objective trigger unit spawns
could you explain it step by step im to bad at this ๐ญ ore maby recommend a youtube tutorial?
Anyone can help me with making planes taxi longer distances on roads of custom airbases to the runway start handle? The always try to go direct and crash.. I try using the road editor button for the base, but how do I make the roads stay?
Never mind.. I am dumb. Enter to confirm the road was missing!
Never really came here before lol
Working on something offshore, in memory of my first mission
should i create a trailer for my upcoming mission escalation remasters?
6
8
1
yes
in the trailer should i haw clear skies and use the song bluemonday slowed ore a thunder storm and use the song change in the house of flies?
2
2
1
clear skyes-bluemonday
for enhancment plants if i set production time to 1000 dos that meen that it will create 1 nuclear warhed ewry 1000 sec?
yes
as long as it's alive and ingame
ok thanks
also i know that if you place down to many vehicles the game can start lagging but dos that aply to structures aswell ore do i haw to place down a ridiculous amount of structures before that happens?
anyone know if local mission files save to steam cloud?
#1131013817011294249 message
They are not
:(
๐ฅฒ which I have found out the hard way
https://steamcommunity.com/sharedfiles/filedetails/?id=3427535791
finally have something worth publishing
Very pretty thumbnail
i painted over the compass to make it reflect the explosion.
gives it that extra blam
one hec of a thumbnail
sweeeeet thumbnail
Is there a way to customize or edit missions from the workshop? Or would that not be cool due to it being someones own work?
( It would also not be put up on the workshop ofc. As it would not have been my own work to begin with. ) Just wanted to mess around with it.
I was hoping to add some of my own tweaks to a mission I downloaded called the "The Siege of Agrapol" by RNG funny enough. Shoutout to him!
Yes, it is possible. You need to locate the mission file, which can be found here: C:\Program Files (x86)\Steam\steamapps\workshop\content\xxxxxxxx\xxxxxxxxx
It's easiest to find the file from the in-game workshop by hitting "show local"
Then, all you need to do is copy the mission file and place it in C:\Users\name\AppData\LocalLow\Shockfront\NuclearOption\Missions
Alr. Appreciate it man
would the island crete be a good map?
am thinking of maby making the island and add the airports on the island in to the game
what did the russians do to crete
assign both as objectives, hide one of them and make the visible one display name both objectives, make the objectives complete the opposite once itself is complete
For the record I don't mind if anyone makes anything with my missions. I'd appreciate a line of credit given somewhere but I'd like to encourage creation
like drunk driving comp #42 said, add both, and st them to the same outcome
so apparently we can just spot vehicles through buildings.
i was using factories to hide a secret ammo truck, wondering why the nearby AI aircraft kept circling it endlessly, now i know
With the next map comming will it require les performance from a pc the map is bigger but there's les structures/mountains on it
So far, yes by a good portion. There is less terrain geometry as well, but the central city is massive and still being built.
Nice that's awesome to her now I definitely will make the scene from edge of tomorrow as a mission when the new update comes out
This film is based on the manga "All you need is kill". And manga is much more... Darker tbh. And I like both.
http://www.imdb.com/title/tt1631867/
Credits goes to: Warner Bros., Village Roadshow Pictures, RatPac-Dune Entertainment.
Monetized by owner/s.
OHhhhh
Is this based on nuclear option
Yes the creaters of the movie went forwards in time and found out that there would be a game called nuclear option and made a move about it
(2014)
hello does anyone have the patience/programming skill to make a large grid of helipads over the water
you can write a rather simple script in whatever coding language that simply follows mission json syntax to do so
after 2 hours of effort i have made A Line
everything breaks again when i try to add a second but i'm getting there
we got a square
Can anyone recommend a mission where it's mostly CAS/Ground Attack with a very large amount of targets?
try my Tank Busters mission
Thanks I actually just downloaded it
i like how they are dropping like its D-Day with no armored or air support, just infantry against aliens
has the ai been altered since one of the recent patch/updates? i've had this dr formation spawn with cms that fire their entire salvo upon spawn, but they're now landing instead of engaging
they have objectives and plenty of visible targets
They've been like that for a while and its quite annoying to deal with in my own custom mission, I've had to just work around it
The behaviour is somewhat inconsistent and confusing because sometimes after aborting a landing, they'll decide to come back and finish attacking, except their gear will still be down and they're onesy-twosy-ing in instead of going as a big wave as originally placed
I don't think you'll have any issues with this soon
The AI has been improved significantly
imo
patator at it again?

@red grail ๐ ๐ ๐ ๐
Patator custom mission MVP
Not my job !
It's all Mitch's ๐
Finally mission editor will be expanded with more options for AI ?
dunno if i can ping mitch :(
anyone know why a mission wouldn't show up in the mission menu, but still show up in the editor?
the mission name is fine, no special characters or anything
i've deleted every object i placed on the map but it's still not showing up
okay i guess it was just a weird filtering issue, setting it to "single and multiplayer" worked
Is there a way to ensure that smaller aircraft spawn out of Revetments and Hardened Shelters before spawning out of medium hangers? Tried testing whether it was proximity to runway, the hanger's order in the airfield buildings section, and even order in which the hanger was spawned into the map. None seemed to influence aircraft spawn building preference
best guess is the order you add the hangars to the airbase
so maybe try revetments/hardened before med hanagars
I've had some limited success with deleting all plane spawn buildings for a selected airfield and then placing them on the map in the order I want planes to spawn in them (ex: place hardened shelter #1, then hardened shelter #2, then medium hanger #1).
It also seems that you cannot re-order buildings within an airfield's "buildings" section. If you try to, upon re-loading the mission the buildings will re-order themselves based upon the order in which they were created on the map.
vehicle waypoints not having a visible icon in the mission editor makes me slowly tweak
not being able to set vehicle waypoints in the editor by clicking on the map also causes me pain
how does the inventory on the assault carrier work?
assault carrier uses up landing craft when they're launched, and gains them when they return - compatible ground vehicles within assault carrier inventory will be loaded into each launched landing craft, and then subsequently deployed (they are transferred to landing craft inventory when spawned)
i believe vehicles in landing craft inventory are also returned to the assault carrier if the objective is completed before it lands, and it returns
no way to regenerate inventory?
i don't believe so
but you can just set a decent amount of landing craft along with extremely high values of ground vehicles, and any surviving landing craft will always have something to draw from
they will only ever load up to max capacity, so you won't have issues with spam spawning as long as you have a reasonable number of landers
also, to 'regenerate' landing craft, you could add an objective that spawns more if existing ones (you'd have to place them though instead of being launched) are destroyed
since they should all report to the nearest annex afaik
interesting
Note that if an assault carrier has a set waypoint, it seems to not enter "unloading" state. Devs are aware though.
it'd be nice if the copy-able unit info could include objective lists that the unit is associated with. RN if i want a destroy objective with 100 vehicles in it, i have to uniquely name all 100 vehicles so i don't lose track of em, and then manually add them to the list one by one. Being able to automatically add a unit to the list on placement would reduce that workload by like a third or so.
A marquee-select in the world AND on the UI is badly needed
hEY Y'ALL WHY WHEN I "RESTRICT AIRCRAFT" THEY STILL SHOW UP TO SAID FACTION?
I feel your pain 
Last I checked, restricting aircraft doesn't affect AI, only players. If you don't want them to use an airframe you need to remove the factories.
woah, that's news to me
really just wanted to make some ocean base
bots apparently having issues taxiing on Maris airport in my mission after the update. #1341256085159280684 message Will investigate properly on the weekend, just wondering if there is a know or straightforward solution already.
ะ ัะตะผั ั ะทะฐั ะพะดะธะป
ะะพะดะตัะฐัะพัั ะดะพะปะถะฝั ัะดะตะปะฐัั ััััะบะธะต ัะตัะฒะตัั
...?
"What did I come here for"
"Moderators should make Russian servers"
goggle translate
huh
Anyone know how to make units spawned from a vehicle depot go somewhere (other than just driving offroad to nowhere)? Looking at the premade missions, I assume you have to make a specific objective for them, but I've so far failed to figure out the secret sauce that makes those pre-made missions work in that regard.....
is linebreaker sam missing from the "edit inventory" or am i tweaking
ground vehicles automatically pathfind to the nearest active objective
same goes for ships and planes
yeah i swear it's missing
For Annex ships? You may be tweaking, cause I see it in there
Oh, interesting, it does look like they're missing from the landing craft inventory
SEND THE UPDATE BACK!
Well that's unfortunate....the hotfix indicated that had gotten resolved
Time to roll up those sleeves and populate each ships inventory individually
@rocky gorge @topaz flicker
landing craft don't have linebreaker sams available in their inventory because they are physically too big - the list is based on the physical dimensions of units, and that's why some are in the assault carrier inventory but not present on the landing craft inventory. however you can still json edit to allow linebreaker sams, they might get stuck when spawning though
but still allowed on the annex?
Oversight
:(
Are there any medusa focused missions?
that are single player?
oh hell nah last message is at 5:12Pm
so, annex only deploys landing craft at 10km away from objectives? if so, will this ever be editable?
can't remember, but i'm sure you've already tried the default one in sp
wait there is a default medusa mission?
yeah
hello is anyone home
i do not remember
Blackout
Its the mission that released with the medusa and its main purpose is to introduce people to its jamming ability
ok thank you
looks cool so i uh... decided to steal it
had an idea for people trying to do beach landing missions, hopefully nobody's thought of it already lol
works especially best if you want a specific landing location or the actual objective is somewhat far inland
set up a capture objective on a despawned airbase located at the coast where you want your landing location; when captured, it will spawn vehicle depots, helipads, and whatever garbage you want on your landing site
you can probably also increase the capture defense if you want more vehicles to be landed from the carrier
nevermind, looks like the ai doesn't wanna land at an active objective
surely this is a much better place to drop my vehicles off at!!!!!!!!!!!
what are the launch requirements for landing craft anyway?
capture objective?
why can't destroy objective also count..?
range is also 10km i believe, somewhat annoying
๐ are you making a coastal assault mission on the heartland eastern flank like me?
yeah
Another question: what might be causing ground units spawned out of vehicle depots to freeze up upon spawning? I have (capture airfield) objectives active/initialized in the mission start objective, but the ground units still just pile up at the vehicle depot entrance (after doing a 180 or 360 degree turn in place).
none of your objectives have been given a faction
they're all set to boscali...? lol


